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Lord Trinity A. Craft
36,613   162,977

Sombre Lullaby#1831

Ruby Granduke

Roleplay Gear

Gear is currently unlocked

162,977
36,613
Diamond Ring Memory Bank
This large diamond can hold a Terabyte of data beamed into its structure. While not secure, the ring can easily avoid detection during espionage missions. The largest drawback of this style of memory storage is that data cannot be edited, only deleted.

[Memory Banks are required for storing data packages which can be delivered to a mission provider. It can be exchanged with a Used Memory Bank if there is data on it that is worth selling or delivering.]
x 800 (100%)
Callaghan Heavy Pistol
Light Kinetic Weapon
Attack: 2d8 [Focus], 6d4 [Burst]
Weight: 1.8 lb
Ability: Effective against light armored targets. Integrated torchlight can illuminate dark areas. Critical (8) provides a second attack.

This specialized sidearm packs a serious punch and is popular among mercenaries. The weapon is developed by Callaghan Firearms and has an integrated tactical flashlight. It fires a large caliber projectile.
x 1,950 (130%)
Vigor Warden Uniform
[+15 to Charisma Defense]
Utility Slots: 6
Imposing uniform worn by the Wardens in the Prismatic Imperium Branch of Vigor. Serving as the Head of Defense in the Senate, the wearer carries the responsibilities of all branch activities from government security to extraterrestrial program enforcement. The uniform provides low defense and high style. It is recognized by Cubeo Society as militant law and order, having sway over the Prismatic Senate.
x 10,000 (100%)
Zero-G Thrusters Advanced
[Agility Booster for Space]

For careers or hobbies in low-gravity environments, this device is essential. It's ineffective in gravity greater than 1g but excels in space. It offers an advantage against hostile forces with powerful thrusters for precise adjustments, unlike cheaper models. The main limitation is its bulky weight on planets due to carrying a significant amount of fuel.
x 1,500 (100%)
Sentry Drone
Light Thermal Weapon | Semi-Auto Control
Attack: 1d8+4 [Focus], 8d2-4 [Suppress]
100m Range | 4hr Battery

This device is a compact personal support unit armed with a small pulse laser and basic sensors. It detects hostiles and alerts allies to unidentified signatures, excluding enemy spy drones due to their size.

[⁜ Drone Operation Controller required]
x 5,000 (100%)
Combat Drone
Medium Kinetic Weapon | Manual Control
Attack: 2d10+8 [Focus], 10d2 [Suppress]
300m Range | 8hr Battery

This device is a portable instrument of war, featuring twin multi-cannons, point defense, and basic sensors. Though not highly agile, it effectively defends the user and suppresses hostiles.

[⁜ Drone Operation Controller required]
x 10,000 (100%)
S3 Mongoose Drone
Heavy Thermal/Explosive Weapon | Auto/Man
Thermal: 6d10+40 [Focus], 12d8 [Sweep]
Explosive: 4d10+30 [Splash]
10km Range | 48hr Battery

This 4-meter-tall drone rivals the Goliath in attack power, armed with two heavy beamers and rocket pods. It requires deployment via vehicle and prioritizes close-range enemies while detecting and eliminating other drones. Additionally, it can engage SLFs in the air. It has autonomous functionality by default but can be piloted remotely.
[⁜ Drone Operation Controller required]
x 65,000 (100%)
Tactical Laser Rifle
Medium Thermal Weapon
Attack: 1d20 [Focus], 2d10 [Sweep]
Weight: 14.4 lb
Ability: Attacks can nullify targets without alerting their squad. Critical (20) gets a free attack opportunity with a light weapon.

This federal rifle has been customized to be a versatile mercenary weapon. Standard among Spencer Isaak's crew of elite forces, it can be strapped to the hip and operated with one hand. A laser audio/visual suppressor system will help make quiet work of groups of enemies.
x 4,000 (100%)
Automated Turret R1
Medium Explosive Weapon | Automatic Control
Attack: 1d2+20 [Splash]
200m Range | 24hr Battery

Light-framed, computer-operated rocket pod will target hostiles using smart software that analyzes data from the squad. It can be deployed during a mission but redeployment takes time. It has a slow firing rate and excellent armor.
x 6,000 (100%)
Automated Turret S1
Medium Kinetic Weapon | Automatic Control
Attack 6d5 [Spread]
200m Range | 24hr Battery

Light-framed, computer-operated shotgun will target hostiles using smart software that analyzes data from the squad. It can be deployed during a mission but redeployment takes time. It has a moderate firing rate and excellent armor.
x 5,400 (90%)
Spy Drone
No Weapons | Manual Control
100m Range | 2hr Battery

This small device is packed with sensors and is undetectable by turrets, cameras, or other drones. It is quiet and avoids detection from enemies while scouting. It can fit in ventilation systems and through small passageways into restricted areas beyond locked doors. It can tag hostilities.

[⁜ Drone Operation Controller or relevant Neurological Augmentation required]
x 10,000 (100%)
Galspec 109 Sniper Rifle
Heavy Kinetic Weapon
Attack: 1d10+40 [Precision], 5d6+30 [Burst]
Weight: 36 lb
Ability: Targets highlighted by the squad or drone can be targeted through cover. Critical (10) can cripple armor through cover and shields.

This weapon was built for extreme range and features an aim-assist computer integrated with a high-powered scope. User recognition ensures only the owner can utilize it. This rifle is not recommended for close combat.
x 30,000 (100%)
Force Burst Wrist Guard
[Force Burst Ability]

Classified as an armor modifier, this highly compact defense mechanism is ideal for close-quarters combat as it can create a pulse burst on contact, shoving attackers to the floor or at least a good distance from you, buying that time you need to escape or draw your weapon. It is non-lethal but would be considered a crime if used against an Imperial Citizen outside of combat. It can be worn in conjunction with any clothing or accessories.
x 2,600 (100%)
Knife
Melee Kinetic Weapon
[+5 Dexterity Defense]
Attack: 1d10+8 [Precision]
Weight: 1.6 lb
Ability: If an enemy engages in melee while the user is using ranged weapons, switching to and attacking with the knife is a free action. Critical (10) can ignore armor.

Every pilot should consider keeping a knife on hand as a last resort. This weapon can cut through flight suits and some armor with ease. The Diamond Market provides one as a gift to all CMDRs with an account.
x 50 (100%)
Visual Assistant System
[+5 Wisdom Defense] [Visual Enhancement]

This system is a face-worn device that enhances vision over long distances or in adverse weather like smoke or fog. It helps users spot shapes and symbols and can identify bodies through walls in most cases. However, it's not immune to E.G.G. attacks.

💀 [Unsuitable for hazardous environments]
x 1,200 (100%)
Ultra Directional Burst Shield
Heavy Thermal Defense
Defense: 300
Recharge: No Delay

The ultimate defense for a combatant under heavy fire, this shield deploys from the arm to protect the wearer from heavy attacks. The projection has a bi-weave pattern and curves around the peripherals of the user. Using disposable cell banks to activate at will, it can be recharged quickly using a Shield Cell Bank from a SCB utility or increases in power by a shield booster. It is vulnerable to EMP attacks.
x 15,000 (100%)
Stealth Boots
[Improves Stealth]
Classified as an armor modifier, this equipment muffles sound caused by movement over a variety of terrain thanks to the work of computer-regulated gel pads. While making the user silent it gives no armor benefits.
x 5,000 (100%)
Heat Sink Launcher
Activation:
Open [NOTES] for instructions on use.

Installed in a utility slot, this small device will pull heat from all personal items and other utility modules before discharging it in a small disk. It has enough ammo to last through most engagements. The user can avoid detection from sensors and use devices with heavy heat creation. Disks can become hot projectiles if abused.
x 300 (100%)
Holo-Me Decoy Projector
Activation:
Open [NOTES] for instructions on use.

Installed in a utility slot, this small device will create a burst of hologram clones in every direction with random orientations making it very difficult for foes to track the user. They last for several seconds and are accompanied with shimmering sounds as a distraction. The holograms are high quality and will cast accurate shadows in a majority of lighting conditions. It creates massive amounts of heat.
x 25,000 (100%)
Fragmentation Grenade
Heavy Explosive Weapon
Attack: 40(+40 if Unshielded) [Splash]

This single use device can ensure a great deal of damage to a rather large area. It is twice as effective against unshielded targets.

[Disposable items are consumed after a single use.]
x 500 (100%)
Environmental Layout Scanner
Activation:
Open [NOTES] for instructions on use.

Installed in a utility slot, this small device will map out landscapes and structures and store the information in a memory device. It can allow the user to see building layouts during combat missions and occasionally give an explorer valuable insight to the environment. It will not detect people or animals.
x 500 (100%)
Kill Warrant Scanner
Activation:
Open [NOTES] for instructions on use.

Installed in a utility slot, this small device will scan individuals and compile bounty information as well as identify any registered citizen. It is a popular tool for bounty hunters and security personnel. It creates very little heat and will last through any mission.
x 3,000 (100%)
Shield Cell Bank
Activation:
Open [NOTES] for instructions on use.

Installed in a utility slot, this small device will quickly recharge personal shield devices and some weapon types. The device will last through a mission without maintenance if used properly. It takes some time to cool down after use or the user risks causing a meltdown.
x 800 (80%)
Vigor Shield Booster
Activation Command:
Open [NOTES] for instructions on use.

Installed in a utility slot, this device triples (300%) the capacity and charge of shield defenses at the cost of a tremendous heat surge. A burst shield requires activation prior to the burst but can be used at anytime with a shield generator. It has no effect on kinetic shields or thermal weapons. It is awarded to accomplished Vigor agents being more powerful than conventional models but with reduced integrity. Shields cannot exceed the capacity of the largest equipped booster.
x 1,500 (100%)

Inventory

Search:

accessories
Hydronis HTM Lorry
Class: Commercial [Branch of Vigor]
Engine: Powerplant
Fuel: Hydrogen
Speed: 34 m/s
Self Driving: No
Seats: 2 (8)
This heavy cargo truck by Hydronis is common in industrial, commercial, and starport districts because of its high capacity to carry weight, especially when connected to a trailer. It is a very restricted in cities due to size but is very handy off road or on intercity roads. The Vigor variant has military grade armor.
x 8,000 (100%)
x1
Vodel Wrasses SRV B-78
Class: Off-Road [Branch of Vigor]
Engine: Powerplant
Fuel: Hydrogen
Speed: 40 m/s
Self Driving: No
Seats: 1
Vodel, subsidiary of Core Dynamics created this scouting vehicle in 3285. Now obsolete by the more versatile Scarab from the same manufacturer, the Wrasses remains a well armored and capable assault car built for off-road purposes. It is equipped with 2 pulse lasers and HS Missiles.
x 8,000 (100%)
x1
clothing
Auto Field Maintenance Unit
Activation:
Open [NOTES] for instructions on use.

Installed in a utility slot, this small device will repair malfunctioned gear, armor, accessories, and other utility modules at the cost of heavy heat buildup. It will prolong combat and exploratory missions. The device cannot repair itself and will further cannibalize itself with each sequential use. At least one is recommended during prolonged missions as armor integrated utility units are prone to regular malfunctions.
x 500 (100%)
x1
Chaff Launcher
Activation:
Open [NOTES] for instructions on use.

Installed in a utility slot, this small device will launch a shower of light weight tracking disruptors making the user nearly invulnerable to enemy drones, visual assistant systems, and sensors by wildly expanding the user's heat signature. It has enough ammo to last through most engagements. It creates very little heat.
x 100 (100%)
x1
CryoMed Health Pack
[Reusable Health Kit for Squad]

This pack contains cutting-edge medical technology for stabilizing critical injuries in the field. When used the injured person will be able to resume a mission so long as no further critical injuries are sustained. The wearer of the pack can assist the entire squad as the items are not disposable making it an excellent choice for a dedicated medic. The pack is however heavy, greatly reducing agility.
x 1,200 (100%)
x1
Encryption Cracking Unit
Activation:
Open [NOTES] for instructions on use.

Installed in a utility slot, this small device will detect encrypted communication data and decipher it before storing information in a memory device and shared with a squad. It can also help prevent hostile viruses and hack into active or recent transmissions at the cost of heat buildup.

[Use can take place at user's will or when a communication is flagged with ECU]

x 3,000 (100%)
x1
Hacking System
Cores Processors: 5 [d20s]

This computer grants the tools for hacking devices when plugged in. Devices include doors to security networks up to security level 5. It can be worn in conjunction with any clothing or accessories. When paired with someone using a hacking extender, it can hack anything they point at.

[1-Doors] [2-Surveillance]
[3-Defense Systems] [4-Turret Grids]
[5-Networks]
x 5,800 (100%)
x1
Magnetic Boots
[+5 Dexterity Defense] [+5 Strength Defense]
Classified as an armor modifier, this equipment uses complex computers to assist in balance while gripping to surfaces in limited gravity environments or zero-g far better than other space-approved footwear. When combined with thrusters these boots can improve agility in combat.
x 2,000 (100%)
x1
Nisara Multitech Jacket
[Mediumweight Armor]
Utility Slots: 4
Ability: This jacket can provide resistance to thermal, kinetic, and explosive attacks.

This high-grade jacket from Nisara Multitech is an exemplary Imperial design serving as a defense unit for tactical operations. It features a total of 4 utility slots that integrate with layers of cutting-edge personnel armor. It is one of the more popular armor options because of its versatility.

x 15,000 (100%)
x1
Roller Shoes
[+5 Dexterity]
Classified as an armor modifier, this equipment features small multi-directional wheels that allow the wearer to skate around in environments with steady gravity. An optional controller will direct the motorized wheels to improve rolling speed for recreational or combat use. When combined with thrusters or jetpacks, these shoes can improve agility in combat.
x 2,500 (100%)
x1
Tactical Boots
[Improves Armor Defense]
Classified as an armor modifier, this equipment is heavily armored giving the user significant protection from kinetic and explosive attacks. While it reduces agility, when combined with tactical jackets it will improve strength.
x 5,000 (100%)
x1
gear
Assault Beamer
Heavy Thermal Weapon
Attack: 1d10+5d8 [Focus], 10d5+5 [Sweep]
Weight: 64 lb
Ability: Concentrated attacks burn through cover and armor while sweeping attacks can suppress targets. Critical (10) on an enemy can cause their gear to lethally explode.

This beam laser is effective for cutting through armor quickly. It is heavy and prone to overheating during extended use but it inflicts a consistently powerful beam.
x 10,000 (100%)
x1
Callaghan Auto Pistol
Light Kinetic Weapon
Attack: 1d10 [Focus], 3d5 [Burst]
Weight: 1.8 lb
Ability: Effective against light armored targets. Critical (10) provides a second attack.

This standard Callaghan sidearm is a must-have for personal defense for anyone when outside of the security of installations. It is a reliable weapon that uses common types of ammunition making it simple to use and maintain.
x 100 (100%)
x1
Chain Gun
Heavy Kinetic Weapon
Attack: 1d10+5d8 [Focus], 10d5+5 [Spray]
Weight: 50 lb
Ability: Attacks can suppress enemies. Critical (10) can flush enemies out of cover.

This rotating multi-cannon is effective for suppressing the opposition where accuracy is no concern. It is heavy and takes a substantial amount of time to reload, but the projection of lead makes it well worth it.
x 5,000 (100%)
x1
CryoMed Health Kit
This kit contains cutting edge medical technology for stabilizing critical injuries in the field. When used the injured person will be able to resume a mission so long as no further critical injuries are sustained. Each additional critically injury risks unconsciousness and the possibility of death if not aided by a squadmate.

[This item is used to heal critical injuries. Disposable items are consumed after a single use.]
x 500 (100%)
x5
Electromagnetic Pulse Grenade
Utility/Laser Weaponry Countermeasure
+ Damage
This single use device can eliminate functionality of utilities, burst shields, and laser weaponry in a large area. It is also useful for destroying drones, vehicles, and turrets, larger drones like the Mongoose will require more to take down. Effective for the duration of a battle.

[Disposable items are consumed after a single use.]
x 1,200 (100%)
x5
Federal Kinetic Rifle
Medium Kinetic Weapon
Attack: 1d20 [Focus]
Weight: 12 lb
Ability: Attacks focused on single unshielded are more effective. Critical (20) gets a free attack opportunity with a light weapon.

Built for use by Federal Soldiers, this battle weapon will unleash a force of submission to the enemy without mercy. This trusty rifle does the job well.
x 1,300 (130%)
x1
Federal Laser Rifle
Medium Thermal Weapon
Attack: 1d20 [Focus]
Weight: 13.4 lb
Ability: Attacks focused on single shielded target are more effective. Critical (20) gets a free attack opportunity with a light weapon.

Built for use by Federal Soldiers, this battle weapon will bring the strength of corporate-controlled democracy to your foes without sacrificing the comfort of the weapon grip.
x 1,300 (130%)
x1
Flash Bang Grenade
Disorienting Weapon
+ Damage
This single use device can disorient unsuspecting opponents by disrupting their vision and hearing for some time by creating a bright flash of light and concussive blast. Drones are not impacted.

[Disposable items are consumed after a single use.]
x 100 (100%)
x5
Forculus NDA-44
Light Thermal Weapon
Attack: 1d8 [Focus]
Weight: 0.6 lb
Ability: Can be smuggled past security in some instances. Critical (8) triples the attack power.

Smugglers in the Forculus system made this battery-operated weapon popular because it is almost too small to hold making it easy to smuggle into places that prohibit weapons. It is commonly used to kill bounty hunters under the table.
x 600 (100%)
x1
Fragmentation Grenade
Heavy Explosive Weapon
Attack: 40(+40 if Unshielded) [Splash]

This single use device can ensure a great deal of damage to a rather large area. It is twice as effective against unshielded targets.

[Disposable items are consumed after a single use.]
x 500 (100%)
x4
Imperial Laser Pistol
Light Thermal Weapon
Attack: 1d10 [Focus], 3d5 [Burst]
Weight: 2.6 lb
Ability: Effective against shielded targets. Critical (10) provides a second attack.

Every Imperial should consider the sleek design of this white-coated pistol with its beautiful blue Heads-Up Display and the thermal capacity indicator.
x 300 (100%)
x1
Imperial Laser Rifle
Medium Thermal Weapon
Attack: 1d20 [Focus]
Weight: 12 lb
Ability: Attacks focused on single shielded target are more effective. Critical (20) gets a free attack opportunity with a light weapon.

Built for use by Imperial Soldiers, this battle weapon will bring the might of the Emperor on your foes without hindering the aesthetics of the design. It is a work of art and is reliable in combat.
x 1,050 (105%)
x1
Krakoff Demolisher Rifle
Medium Kinetic Weapon
Attack: 4d10 [Sweep], 10d5 [Spray]
Weight: 12 lb
Ability: Attacks can destroy cover and obstacles with insane fire rate. At least 1 critical (10) gains additional attack with this weapon, repeatedly.

Crafted by a now-defunct gang faction, dual-fed ammo guzzlers, like the Demolisher SMG series, earned its name by shredding all in its path during space corridor battles.
x 845 (130%)
x1
Missile Launcher
Heavy Explosive Weapon
Attack: 1d10+30 [Splash]
Weight: 46 lb
Ability: Attacks can destroy cover, vehicles, and drones. Critical (10) can trigger an incendiary explosion that sets cover ablaze.

Carried over the shoulder, this weapon will level the field with an explosive projectile. It is not intended for close-quarter combat and should be handled with care around allies.
x 6,200 (100%)
x1
Multi Directional Burst Shield
Medium Thermal Defense
Defense: 200
Recharge: No Delay

This standardized burst shield is effective in combat. It is worn on the arm and will deploy a body sized shield the curves around the peripherals, defending the user from medium attacks. Using disposable cell banks to activate at will, it can be recharged quickly using a Shield Cell Bank or increased in power by any form of shield booster. It is lighter than a kinetic shield but vulnerable to EMP attacks.
x 5,000 (100%)
x1
Plasma Cannon
Heavy Thermal/Kinetic Weapon
Attack: 4d20 [Splash]
Weight: 56 lb
Ability: Attacks can incapacitate groups of targets. Critical (20) can cause target gear to also explode, increasing the radius of destruction.

This weapon is cumbersome and very difficult to aim, but its slow projectile is lethal for everyone within range of its thermal blast. Handle the cannon with care around allies.
x 15,000 (100%)
x1
Remlok Pack
This kit can be a real lifesaver as it is the most advanced technology for prolonging life in an event of decompression. It has preserved lives of pilots blown out into space without a pressurized suit, though it is not recommended for such extremes.

[This item is used during decompression. Disposable items are consumed after a single use.]
x 1,000 (100%)
x5
Shock Grenade
Heavy Force Weapon
Damage: 10

This single use device can throw opponents to the ground with a massive shockwave of force. It is used to knock targets prone or force them out of cover. It is also effective against small aerial drones as the force will crash them.

[Disposable items are consumed after a single use.]
x 150 (100%)
x5
Shotgun
Medium Kinetic Weapon
Attack: 1d20+10 [Focus], 5d5+10 [Spread]
Weight: 10 lb
Ability: Attacks can cripple armor and knock enemies prone. Critical (20) guarantees a high damage output against a focused target, decimating shields and armor.

This weapon is excellent for close-quarter combat and is popular among soldiers who prefer to hit the enemy with slugs propelled by a brutal kick.
x 1,000 (100%)
x1
Sniper Rifle
Heavy Kinetic Weapon
Attack: 1d10+30 [Precision]
Weight: 32 lb
Ability: Targets highlighted by the squad or drone can be targeted through cover. Critical (10) can disable vehicles and large drones.

This weapon was built for long-range and features a standard high-powered scope. Electronically fired rounds provide precise discharge with minimal recoil. This rifle is not recommended for close combat.
x 11,200 (140%)
x1
Sub Machine Gun
Light Kinetic Weapon
Attack: 4d5 [Burst], 7d3 [Spray]
Weight: 3.6 lb
Ability: Effective against light armored targets. Critical (5) provides a second attack and can flush targets from cover.

This standard SMG is a must-have for mercenaries in combat. It is designed to unleash electronically fired rounds rapidly with a minimal loss of accuracy.
x 350 (100%)
x1
Suppressed Pistol
Light Kinetic Weapon
Attack: 2d7 [Focus], 6d3 [Burst]
Weight: 2.2 lb
Ability: Attacks can incapacitate targets silently including personnel, small drones, cameras, and turrets. Critical (7) can incapacitate a target regardless of defense, so long as the target is not alert.

This specialty sidearm is popular for discrete operations due to the effective sound and muzzle flash suppression system integrated into the weapon. It temporarily isolates targeted security devices from their network.
x 3,000 (100%)
x1
Tactical Kinetic Rifle
Medium Kinetic Weapon
Attack: 1d20 [Focus], 2d10 [Sweep]
Weight: 14.4 lb
Ability: Attacks can nullify targets without alerting their squad. Critical (20) gets a free attack opportunity with a light weapon.

This federal rile has been customized to be a versatile mercenary weapon. Standard among Spencer Isaak's crew of elite forces, it can be strapped to the hip and operated with one hand. A suppressor system will help make quiet work of groups of enemies.
x 5,600 (140%)
x1
Tactical Pistol
Light Kinetic Weapon
Attack: 4d4 [Focus], 6d3 [Burst], 10d2 [Spray]
Weight: 2.2 lb
Ability: Effective against light armored targets. Critical (4) provides free Burst or Spray attack.

This versatile handgun is popular among interstellar mercenaries and soldiers due to its lightweight and durability. The firearm is incredibly accurate with minimal kick and supports high-capacity ammo clips as well as several attachments. It can function like an SMG, firing quickly and easily reloaded.
x 4,000 (100%)
x1
Tactical Shotgun
Medium Kinetic Weapon
Attack: 1d20+12 [Focus], 5d5+12 [Spread]
Weight: 14.4 lb
Ability: Integrated torchlight can illuminate dark areas. Slugs can ricochet. Critical (20) guarantees a high damage output against a target, decimating shields and armor.

This shotgun has been customized to be a versatile mercenary weapon. It can be quickly adjusted for weapon spread and programmed slugs to react to various surfaces. A flashlight, thermal scope, and high-capacity magazine increase usability.
x 4,000 (100%)
x1

Bio

Origin

Percival Logan Craft sold himself into Imperial slavery to cover his mother’s medical costs after she fell ill. Due to his skillset, he was stationed in mechanical jobs. His mother passed away while he was still serving his term, and he regretted not being able to be there for her as her health waned.

One day Percival illegally abandoned his post and made a deal with a Federal pilot to help him flee. The pilot brought him to a Federation controlled starport where Percival soon made himself useful repairing damaged ships. The Federation accepted his application for citizenship a few years later.

Percival married Kathrine Lisa Carstensen. Kathrine gave birth to Trinity Ann Craft on December 13th, 3276. Trinity was tomboyish and enjoyed playing sports. Though she maintained good grades, she occasionally got in trouble in school for getting into fights with other students who dared to tease her. Once she was old enough, Trinity’s father often brought her with him to work as she was very intrigued by the space vessels and their pilots. Trinity’s father often called Trinity by her nickname, so Percival’s coworkers and a few regular customers knew her by the nickname “Scout.”

Trinity aspired to join the Pilots Federation, so as soon as she finished school she enrolled in a flight academy. After completing her training and proving her competence as a pilot, the Pilots Federation granted her license and loaned her a sidewinder in 3301. She immediately set off to Aisling Duval controlled space to support the anti-slavery agenda of the People’s Princess.

The Fledgling Pilot

Trinity joined the Prismatic Imperium shortly after arriving in Cubeo, though her involvement with the faction was minimal at first. Trinity spent nearly a year building her assets as a peaceful merchant. However, her financial growth was stifled after she upgraded to a Python since she began to spend the majority of her earnings to support the image of Aisling Duval.

Trinity rarely engaged vessels in combat at first, only destroying pirate vessels in self defense until she bought and outfitted her first combat-specific vessel, an Imperial Courier. Trinity gained valuable, real-life combat experience bounty hunting under the wing of CMDR UntamedZer0. Trinity put her mettle to the test, joining her comrades in a series of wars that gained Prismatic Imperium control of multiple starports in Cubeo.

On a few occasions Trinity set Imperial slaves free in Uibuth. When CMDR UntamedZer0 gained the position of Lord Warden in the Prismatic Imperium’s Branch of Vigor, he extended an invitation to Trinity to enlist, an offer she eagerly accepted. Under UntamedZer0’s direction, some of the former slaves in Uibuth formed into the Adamantine Union, becoming a protectorate faction of the Prismatic Imperium. Trinity enthusiastically supported the new faction, helping them gain control of assets in Uibuth.

Trinity’s service was disrupted by disaster when a massive storm flooded her estate on Cubeo III. She temporarily reduced her support for the Branch of Vigor as she focussed on restoring her home. She later returned to her post in full force, helping Uibuth spread their influence to surrounding systems and supporting allied governments in the region to shut down many slavery markets.

Trinity gained notoriety in the low population system Edinura as she singlehandedly enabled Integrated Edinura to wrest control of the system from slavers. The citizens adoringly hail her as the Liberator of Edinura. Trinity purchased a flat in Anthony’s Progress on Edinura III, using the residence for her many visits to the system which she holds dear.

Supported Macros:
{{age: YYYY-MM-DD}} - use in-game year, shows only age in years, works with only a year too
{{agewithdate: YYYY-MM-DD}} - use in-game year, shows age plus birthday
{{discord: url}} - creates a discord (message) link for app and browser
{{wiki: title}} - creates a link to a wiki page with the given title

The bio also supports Markdown, similar to Discord.
What might be of interest, among others:
*italic text*
**bold text**
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## Header
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[Website Link Title](URL)